Indoor games boyscouts
Scouts can move their bodies to avoid the blindfolded Scout, but cannot move their feet. When he touches a Scout, he tries to identify him by sense of touch. If he can, that Scout becomes the next to be blindfolded. If a mistake is made, start over with the next person.
If a mistake is made, start over at the point of the error. The Captain calls out orders and the group responds with actions and sounds. They can join in again when a new game starts. One bends down on a knee and the second places a hand over his eyes and the other hand over the eyes of the other Scout, as if looking out over the water for a lost soul at sea.
Three Scouts stand back to back to back and join elbows behind their backs. Sounds of rowdy pirates talking as they eat should be heard. A rhythm is established with all Scouts, in unison, slapping their knees on the first count, clapping their hands on the second count, and snapping their fingers on the third count. Once the rhythm is set, The first Scout says a word as he snaps his fingers. The Scout next in the circle must say a word that will logically follow the first word in forming a long, run-on sentence, and so on around the circle.
The object is to say a word that will make sense in the sentence. Once the rhythm is set, the first Scout calls a number at the instant he snaps his fingers. Maintaining the rhythm, the Scout whose number has been called waits until the instant of snapping his fingers to call another number. All Scouts then count off again. The object is to get to be number one and stay there. Then the next troop member is selected and sent out to try his luck, and so on.
On signal, each tries to unbalance the other by either pulling or letting up the tension on the rope. Fox and Hounds. Fox Hunt. Free For All Soccer. Frisbee Golf. Frisbee Golf with compasses. Frisbee Soccer. Frog or Kangaroo Relay. Frogs and Flies. Fumble Fingers Relay. Fuzz Stick Relay. Giants, Elfs, and Wizards. Gift Givers. Good Morning, Captain. Gooey Gobble. Grab Five. Group Push. Heave, Ho, Throw. High Adventure Race. Hit the Bucket. Hoop on a Loop.
Hop the Staff. Hot and Cold. Human Chain Race. Human Compass. Human Foosball. Human Ladder Race. I Am Mr. I'm Taking. Infinite Dodgeball. Jelly Bean Relay. John Henry Relay. Jump the Shot. Kangaroo Relay. Kangaroo Tails. Kangaroo Wrestling. Keys In a Can. Kim's Game. Kim's Group Game. King Bat. La Palma. Lame Chicken Race. Leg Pull. Line Up. Liquid Chain. Log Sawing Relay. Long, Short, Round Relay. Make It Up Relay. Making Change Relay. Match Stacking. Math Masters. Memory Battleship. Monkey in the Middle.
Monster Hunt. Mouse Trap War. Mousetrap Fishing. Mousetrap Minefield. Mud Wallow. Mule Relay. Natural Selection. Nature Boulles. Nature Sketch Hunt. Naval Combat. Newspaper Basketball. Night Infiltration. No Man's Land. No See Ems. Octopus Race. Oxygen Tank Fill. Pack n Go. Palm Push. Paper Tennis. Paul Revere Relay. Peglegged Gauntlet. Perpetual Motion Balls. Photo Memory.
Pickin' Cotton. Ping Pong Ping Pong Air Race. Ping Pong Football. Ping Pong Knock Out. Pitch Your Tent. Pony Express. Pony Express Relay. Predator and Prey.
Prison Dodgeball. Pure Luck Relay. Pushme Pullya. Quarter Dodge Ball. Quick Architects. Race to the Gap. Race to the Whistle. Raiders Tag. Rainy Day Golf. Raise the Flag. Rattlesnake Hunter. Ready for Winter. Red or Black. Rescue Race. Rock Paper Scissors. Rope Golf. Row Your Boat. When he returns to the starting point, the team with the message most resembling the starting message wins. The longer the distance the more breathless, less articulate, and more forgetful the Scouts become.
Outer Space Exploration Memory Game. Players are interplanetary explorers. They have arrived on a newly discovered planet and must return samples to mission headquarters. The teams or individuals must find as close matches to the objects you have collected.
You can either display or hide your collection so that the players can or cannot come back and refresh their memories. The team or individual with the display best matching the original wins.
Paper Spaceship Throwing. Preferably an indoor game where the Cubs try to throw their paper spaceship the farthest. Do this game while the parents are filling out registration forms. Have a prize for the winner.
Make it tougher by having a box in the middle of the room. Anyone who gets his airplane into the box wins a special prize. Another solar flare has blinded your entire squadron of space pilots. Your mission is to guide your blind pilots safely back to base.
The first Cub on the team is placed about 30 feet ahead of the rest of his team. ALL team members, including the leader, are blindfolded. The first team member must lead his teammates to him by talking to them, making some kind of noise, etc. This gets harder with more teams attempting to land in the same play area.
Rocket Relay. The teams line up with a chair at the head of each, facing away from the team. The chairs are 'launching pads' and the first Cub or 'rocket' stands on the chair awaiting the countdown. When the leader reaches zero, the 'rocket' blasts off round the room, touching all four walls, and returns to the 'launching pad' where the next 'rocket is waiting to be launched.
The first 'rocket' sets off the second and returns to his team. Rockets and Interceptors. The evil space empire is about to attack your rebel base.
Two teams play this. The attacking team members are called the rockets and the defending team members are called the interceptors.
A coffee can is placed in the center and represents the rebel base. The rockets have a base at which they pick up their warheads beans. Each rocket can carry only one warhead to the target area. If an interceptor tags a rocket, they must hand over their warhead and return to their base empty handed. If the interceptor target area is not destroyed after a set time limit, then change over the teams so that everyone has a turn at attacking and defending.
Round the Moon. All the teams line up at one end of the room beside a chair. Each Cub places his hands on the waist of the Cub in front of him so each team forms a 'rocket'.
Another chair is placed at the far end of the room opposite each team; these are the 'moons'. When the leader calls 'Go', the teams run the length of the room, round their 'moon', and back into orbit. As they pass base, the 'rockets' drop the tail section each time around and the Cubs sit down one by one, until finally the 'nose cone' returns home. The first team to be sitting down is the winner. Space Pony Express. Interplanetary space travel has developed a glitch. No electronic messages can be sent due to a solar flare.
Four boxes are placed across the playing field or four pieces of paper laid on the ground will suffice. Each box or piece of paper has the name of a planet written on it it would help to also write the suit, like clubs, heart, diamonds, or spades, on the box as well.
The Cubs are broken into four teams. Leaders shuffle a deck of cards representing interplanetary messages to be delivered. The cards are dealt so each team gets 13 cards. Random dealing will ensure that no team delivers to only one planet. The boys must deliver their messages to the proper planet and return to tag their next teammate on the hand. First team to deliver all of their messages and return wins.
Space Station. Chose a player to be the space station.
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